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Uninteresting 4E Magic Items (help!)
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<blockquote data-quote="Mercurius" data-source="post: 5374483" data-attributes="member: 59082"><p>Thanks for the advice. Actually, I'm trying to avoid "wishlisting" as it exemplifies the other aspect of 4E magic items that I don't like, a kind of "build your own" magic item arsenal approach. For the first half or so of heroic tier, the PCs would return to town after an adventure, sell what magic items they didn't want and use the money to buy what magic items they did want. It seemed to take the specialness out of magic items; they were just bonused equipment rather than arcane remnants of an ancient civilization. I ended up putting limits on what could be purchased: low-level bonus-only items. In my world a "+1 sword" is simply a very well crafted weapon, one that has a mild enchantment due to the skill of the crafter.</p><p></p><p>For some items I'd like to take the approach that they get more powerful the higher level the character gets--similar to <em>Weapons of Legacy</em>. So they would be akin to minor artifacts that become almost symbiotic with the wielder. </p><p></p><p>One of the things that irks me about 4E magic items is that they seem relatively under-powered. You might have a 14th-level item that lets you do Feather Fall once a day. Useful, yes, but 14th level? I'm just pulling that out of a hat but that's the feel of it for me. I haven't looked at magic items from older editions lately, but I'm wondering why the difference seems so striking. Any thoughts?</p></blockquote><p></p>
[QUOTE="Mercurius, post: 5374483, member: 59082"] Thanks for the advice. Actually, I'm trying to avoid "wishlisting" as it exemplifies the other aspect of 4E magic items that I don't like, a kind of "build your own" magic item arsenal approach. For the first half or so of heroic tier, the PCs would return to town after an adventure, sell what magic items they didn't want and use the money to buy what magic items they did want. It seemed to take the specialness out of magic items; they were just bonused equipment rather than arcane remnants of an ancient civilization. I ended up putting limits on what could be purchased: low-level bonus-only items. In my world a "+1 sword" is simply a very well crafted weapon, one that has a mild enchantment due to the skill of the crafter. For some items I'd like to take the approach that they get more powerful the higher level the character gets--similar to [I]Weapons of Legacy[/I]. So they would be akin to minor artifacts that become almost symbiotic with the wielder. One of the things that irks me about 4E magic items is that they seem relatively under-powered. You might have a 14th-level item that lets you do Feather Fall once a day. Useful, yes, but 14th level? I'm just pulling that out of a hat but that's the feel of it for me. I haven't looked at magic items from older editions lately, but I'm wondering why the difference seems so striking. Any thoughts? [/QUOTE]
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